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@NSExceptional
NSExceptional / XcodeBuildSettingsReference.md
Last active October 27, 2025 17:47
The Xcode Build Settings Reference in a searchable document, as of Xcode 8.3.2

Build settings reference

Active Build Action (ACTION)

A string identifying the build system action being performed.

Additional SDKs (ADDITIONAL_SDKS)

The locations of any sparse SDKs that should be layered on top of the one specified by Base SDK (SDKROOT). If more than one SDK is listed, the first one has highest precedence. Every SDK specified in this setting should be a "sparse" SDK, for example, not an SDK for an entire macOS release.

Alternate Install Group (ALTERNATE_GROUP)

@attilaz
attilaz / gist:d75fc7d4ab75388a42720f97a7075c81
Created November 26, 2016 18:45
metal transient object lifetime
From metal documentation:
"Command buffer and command encoder objects are transient and designed for a single use.
They are very inexpensive to allocate and deallocate, so their creation methods return autoreleased objects."
https://developer.apple.com/library/content/documentation/Miscellaneous/Conceptual/MetalProgrammingGuide/Cmd-Submiss/Cmd-Submiss.html
Autorelease example:
NSAutoreleasePool* autoreleasePool = [[NSAutoreleasePool alloc] init];
//c is an autoreleased object
/** A pthread-based recursive mutex lock. */
public class Mutex {
private var mutex: pthread_mutex_t = pthread_mutex_t()
public init() {
var attr: pthread_mutexattr_t = pthread_mutexattr_t()
pthread_mutexattr_init(&attr)
pthread_mutexattr_settype(&attr, PTHREAD_MUTEX_RECURSIVE)
let err = pthread_mutex_init(&self.mutex, &attr)
@JaseHadd
JaseHadd / ioslocaleidentifiers.csv
Last active March 31, 2022 08:23 — forked from jacobbubu/ioslocaleidentifiers.csv
iOS Locale Identifiers
localeIdentifier Description
eu Basque
hr_BA Croatian (Bosnia & Herzegovina)
en_CM English (Cameroon)
rw_RW Kinyarwanda (Rwanda)
en_SZ English (Swaziland)
tk_Latn Turkmen (Latin)
he_IL Hebrew (Israel)
ar Arabic
uz_Arab Uzbek (Arabic)
@Overv
Overv / VulkanClear.cc
Last active April 8, 2023 05:30
Vulkan code for clearing the screen
#include <iostream>
#include <vector>
#define GLFW_INCLUDE_VULKAN
#define VK_USE_PLATFORM_WIN32_KHR
#include <GLFW/glfw3.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h>
@gomfunkel
gomfunkel / elgato-eve.md
Last active July 12, 2025 08:08
Elgato Eve HomeKit Services & Characteristics

Elgato Eve HomeKit Services & Characteristics

A work in progress collection of proprietary and as of yet undocumented HomeKit characteristics and their UUIDs used by Elgato Eve.

This list is not including all Eve accessories available and some services and characteristics still make no sense to me. If you have anything to contribute, please leave a comment. There is no guarantee that the information listed below is correct.

Elgato Eve Energy (Firmware Revision 1.3.1;466)

Service - Characteristic UUID R W Type Description
@macguru
macguru / gist:b7a01e3f0e9ae6f350d5
Last active May 10, 2020 20:58
Interface sizes a regular Universal app must support with iOS 11 when supporting all devices. Starts with iPhone 5 and goes up to iPad Pro 12.9".
COMPACT WIDTH (stacked view)
- 320 x 568 pt
-> iPhone 5, 5s
- 320 x 768 pt
-> iPad 9.7" Split Landscape 2/3 right
- 320 x 834 pt
-> iPad 10.5" Split Landscape 2/3 right
- 320 x 1024 pt
-> iPad 9.7" Split Portrait right

Contributing

When contributing to this repository, please first discuss the change you wish to make via issue, email, or any other method with the owners of this repository before making a change.

Please note we have a code of conduct, please follow it in all your interactions with the project.

Pull Request Process

  1. Ensure any install or build dependencies are removed before the end of the layer when doing a
@PurpleBooth
PurpleBooth / README-Template.md
Last active July 21, 2026 19:28
A template to make good README.md

Project Title

One Paragraph of project description goes here

Getting Started

These instructions will get you a copy of the project up and running on your local machine for development and testing purposes. See deployment for notes on how to deploy the project on a live system.

Prerequisites